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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4122166" data-attributes="member: 710"><p>Hmm. Some thoughts I came up with last evening/this morning:</p><p></p><p>To ensure backwards compatibility, the best thing would be to keep the stat blocks and class abilities the same, and just add a little different "resolution" mechanics to it. Changing the mechanics for Turning for example can be done without changing the "Turn Undead" entry in the class table.</p><p>Adding new class abilities and more feats can be problematic, since it means that old stat blocks are no longer valid. But if you absolutely have to do it, consider how it changes the overall game balance, especially in regard to adventure pacing and PC vs NPC balance. Adding more AC and Attack bonus to a Fighter will change the balance, and you suddenly have to deal with "virtual Level Adjustments" for balancing encounters.</p><p></p><p>So, here are some thoughts what I think might work in this context: </p><p>15 minute adventure day or at least "spellcasters not casting spells due to the need of spell conversion": </p><p>- The rules for cantrips are good in this case. Cast them as often as you like, but still need to prepare/learn them individually. I would consider improving the damage of some of these spells (Acid Splash might deal 1d6 points of acid damage instead 1d3 and so on.)</p><p>To be taken into consideration: Saving Throw DCs are 10 + 1/2 caster level + casting ability score modifier. (might not be a good idea, considering spells like Daze, whose effect is valid for every level)</p><p>- Expand the cantrip rules for higher level spells.</p><p>Caster Level 6: Choose one 1st level spell you know (spontaneous caster) or you have prepared. You can recover this spell by expending a <insert your favored action type here>/resting for <insert your favored duration> to recover the spell. You can only recover spells whose duration already ended. (dispelled, dismissed, or run out). </p><p>Caster Level 10: Choose one 1st and one 2nd level spell you know/have prepared. (see rest above)</p><p>Caster Level 16: Choose one 1st, one 2nd and one 3rd level you know/have prepared. (see rest above.)</p><p>Caster Level 20: Choose one 1st, one 2nd, one 3rd and one 4th level you know/have prepared. (see rest above)</p><p>Option: Remove extra spell slots due to high ability modifier. </p><p>Optionally: Do not choose just one spell of each level, but a total of Casting Ability Modifier -spell level (or spell level +1?). (but only gain spells of the highest level at 6th, 10th, 16th and 20th level)</p><p></p><p>Effect on game balance is limited, but certainly existing. Note that you with the infinite cure minor orison Wand of Cure Light Wounds are history anyway. (and if cure minor is to slow to your taste, at 6th level cure light wounds itself should do the job.) </p><p>Adventure Pacing allows more encounters per day, and the average EL per encounter can go up, since you certainly won't spend unrecoveraly 20 % of your resources. </p><p>(Hit points and the low level spells are guaranteed to return if at least one healer is in the party). Still, most adventures will probably work as they used to, just that the group will go on longer. </p><p></p><p>Instead of making this a class ability, you could use magical items ("implements" á la 4E) to get this effect. </p><p>Implements are: Holy Symbols (Divine Casters), Wands/Staffs/Orbs (arcane spellcasters), Musical Instruments (Bards), and possibly even a Weapon (Duskblades?).</p><p>Implements have a bonus listed just as weapons (+1 to +5.) They cost (Bonus Squared) x 4.000 gp. You recover one spell slot per spell level you have access to, but no spells higher than the enhancement bonus. A implement needs to be attuned to the caster and the specific spells it is to recover. Only one implement can be attuned at the same time, and attuning requires one hour. </p><p></p><p>Maybe I will get around to also post this on the Paizo board.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4122166, member: 710"] Hmm. Some thoughts I came up with last evening/this morning: To ensure backwards compatibility, the best thing would be to keep the stat blocks and class abilities the same, and just add a little different "resolution" mechanics to it. Changing the mechanics for Turning for example can be done without changing the "Turn Undead" entry in the class table. Adding new class abilities and more feats can be problematic, since it means that old stat blocks are no longer valid. But if you absolutely have to do it, consider how it changes the overall game balance, especially in regard to adventure pacing and PC vs NPC balance. Adding more AC and Attack bonus to a Fighter will change the balance, and you suddenly have to deal with "virtual Level Adjustments" for balancing encounters. So, here are some thoughts what I think might work in this context: 15 minute adventure day or at least "spellcasters not casting spells due to the need of spell conversion": - The rules for cantrips are good in this case. Cast them as often as you like, but still need to prepare/learn them individually. I would consider improving the damage of some of these spells (Acid Splash might deal 1d6 points of acid damage instead 1d3 and so on.) To be taken into consideration: Saving Throw DCs are 10 + 1/2 caster level + casting ability score modifier. (might not be a good idea, considering spells like Daze, whose effect is valid for every level) - Expand the cantrip rules for higher level spells. Caster Level 6: Choose one 1st level spell you know (spontaneous caster) or you have prepared. You can recover this spell by expending a <insert your favored action type here>/resting for <insert your favored duration> to recover the spell. You can only recover spells whose duration already ended. (dispelled, dismissed, or run out). Caster Level 10: Choose one 1st and one 2nd level spell you know/have prepared. (see rest above) Caster Level 16: Choose one 1st, one 2nd and one 3rd level you know/have prepared. (see rest above.) Caster Level 20: Choose one 1st, one 2nd, one 3rd and one 4th level you know/have prepared. (see rest above) Option: Remove extra spell slots due to high ability modifier. Optionally: Do not choose just one spell of each level, but a total of Casting Ability Modifier -spell level (or spell level +1?). (but only gain spells of the highest level at 6th, 10th, 16th and 20th level) Effect on game balance is limited, but certainly existing. Note that you with the infinite cure minor orison Wand of Cure Light Wounds are history anyway. (and if cure minor is to slow to your taste, at 6th level cure light wounds itself should do the job.) Adventure Pacing allows more encounters per day, and the average EL per encounter can go up, since you certainly won't spend unrecoveraly 20 % of your resources. (Hit points and the low level spells are guaranteed to return if at least one healer is in the party). Still, most adventures will probably work as they used to, just that the group will go on longer. Instead of making this a class ability, you could use magical items ("implements" á la 4E) to get this effect. Implements are: Holy Symbols (Divine Casters), Wands/Staffs/Orbs (arcane spellcasters), Musical Instruments (Bards), and possibly even a Weapon (Duskblades?). Implements have a bonus listed just as weapons (+1 to +5.) They cost (Bonus Squared) x 4.000 gp. You recover one spell slot per spell level you have access to, but no spells higher than the enhancement bonus. A implement needs to be attuned to the caster and the specific spells it is to recover. Only one implement can be attuned at the same time, and attuning requires one hour. Maybe I will get around to also post this on the Paizo board. [/QUOTE]
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